/* * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2015 MaNGOS project * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "Common.h" #include "AchievementMgr.h" #include "DBCStores.h" #include "Player.h" #include "WorldPacket.h" #include "DBCEnums.h" #include "GameEventMgr.h" #include "ObjectMgr.h" #include "Guild.h" #include "GuildMgr.h" #include "Database/DatabaseEnv.h" #include "World.h" #include "SpellMgr.h" #include "ArenaTeam.h" #include "ProgressBar.h" #include "Mail.h" #include "GridNotifiersImpl.h" #include "CellImpl.h" #include "Language.h" #include "MapManager.h" #include "BattleGround/BattleGround.h" #include "BattleGround/BattleGroundAB.h" #include "Map.h" #include "InstanceData.h" #include "DBCStructure.h" #include "Policies/Singleton.h" INSTANTIATE_SINGLETON_1(AchievementGlobalMgr); namespace MaNGOS { class AchievementChatBuilder { public: AchievementChatBuilder(Player const& pl, ChatMsg msgtype, int32 textId, uint32 ach_id) : i_player(pl), i_msgtype(msgtype), i_textId(textId), i_achievementId(ach_id) {} void operator()(WorldPacket& data, int32 loc_idx) { char const* text = sObjectMgr.GetMangosString(i_textId, loc_idx); data << uint8(i_msgtype); data << uint32(LANG_UNIVERSAL); data << i_player.GetObjectGuid(); data << uint32(5); data << i_player.GetObjectGuid(); data << uint32(strlen(text) + 1); data << text; data << uint8(0); data << uint32(i_achievementId); } private: Player const& i_player; ChatMsg i_msgtype; int32 i_textId; uint32 i_achievementId; }; } // namespace MaNGOS bool AchievementCriteriaRequirement::IsValid(AchievementCriteriaEntry const* criteria) { switch (criteria->requiredType) { case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE: case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG: case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING: case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: // only hardcoded list case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET: case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2: case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL: case ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN: case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: break; default: sLog.outErrorDb("Table `achievement_criteria_requirement` have not supported data for criteria %u (Not supported as of its criteria type: %u), ignore.", criteria->ID, criteria->requiredType); return false; } switch (requirementType) { case ACHIEVEMENT_CRITERIA_REQUIRE_NONE: case ACHIEVEMENT_CRITERIA_REQUIRE_VALUE: case ACHIEVEMENT_CRITERIA_REQUIRE_DISABLED: case ACHIEVEMENT_CRITERIA_REQUIRE_BG_LOSS_TEAM_SCORE: case ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT: case ACHIEVEMENT_CRITERIA_REQUIRE_NTH_BIRTHDAY: return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_CREATURE: if (!creature.id || !ObjectMgr::GetCreatureTemplate(creature.id)) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_CREATURE (%u) have nonexistent creature id in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, creature.id); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_CLASS_RACE: if (!classRace.class_id && !classRace.race_id) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_PLAYER_CLASS_RACE (%u) must have not 0 in one from value fields, ignore.", criteria->ID, criteria->requiredType, requirementType); return false; } if (classRace.class_id && ((1 << (classRace.class_id - 1)) & CLASSMASK_ALL_PLAYABLE) == 0) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_CREATURE (%u) have nonexistent class in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, classRace.class_id); return false; } if (classRace.race_id && ((1 << (classRace.race_id - 1)) & RACEMASK_ALL_PLAYABLE) == 0) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_CREATURE (%u) have nonexistent race in value2 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, classRace.race_id); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_LESS_HEALTH: if (health.percent < 1 || health.percent > 100) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_PLAYER_LESS_HEALTH (%u) have wrong percent value in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, health.percent); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_DEAD: if (player_dead.own_team_flag > 1) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_DEAD (%u) have wrong boolean value1 (%u).", criteria->ID, criteria->requiredType, requirementType, player_dead.own_team_flag); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA: case ACHIEVEMENT_CRITERIA_REQUIRE_T_AURA: { SpellEntry const* spellEntry = sSpellStore.LookupEntry(aura.spell_id); if (!spellEntry) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement %s (%u) have wrong spell id in value1 (%u), ignore.", criteria->ID, criteria->requiredType, (requirementType == ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA ? "ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA" : "ACHIEVEMENT_CRITERIA_REQUIRE_T_AURA"), requirementType, aura.spell_id); return false; } if (aura.effect_idx >= MAX_EFFECT_INDEX) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement %s (%u) have wrong spell effect index in value2 (%u), ignore.", criteria->ID, criteria->requiredType, (requirementType == ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA ? "ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA" : "ACHIEVEMENT_CRITERIA_REQUIRE_T_AURA"), requirementType, aura.effect_idx); return false; } SpellEffectEntry const* spellEffect = spellEntry->GetSpellEffect(SpellEffectIndex(aura.effect_idx)); if (!spellEffect || !spellEffect->EffectApplyAuraName) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement %s (%u) have non-aura spell effect (ID: %u Effect: %u), ignore.", criteria->ID, criteria->requiredType, (requirementType == ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA ? "ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA" : "ACHIEVEMENT_CRITERIA_REQUIRE_T_AURA"), requirementType, aura.spell_id, aura.effect_idx); return false; } return true; } case ACHIEVEMENT_CRITERIA_REQUIRE_S_AREA: if (!GetAreaEntryByAreaID(area.id)) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_AREA (%u) have wrong area id in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, area.id); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_LEVEL: if (level.minlevel > STRONG_MAX_LEVEL) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_T_LEVEL (%u) have wrong minlevel in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, level.minlevel); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_GENDER: if (gender.gender > GENDER_NONE) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_T_GENDER (%u) have wrong gender in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, gender.gender); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_MAP_DIFFICULTY: if (difficulty.difficulty >= MAX_DIFFICULTY) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_MAP_DIFFICULTY (%u) have wrong difficulty in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, difficulty.difficulty); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_MAP_PLAYER_COUNT: if (map_players.maxcount <= 0) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_MAP_PLAYER_COUNT (%u) have wrong max players count in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, map_players.maxcount); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_TEAM: if (team.team != ALLIANCE && team.team != HORDE) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_T_TEAM (%u) have unknown team in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, team.team); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_S_DRUNK: if (drunk.state >= MAX_DRUNKEN) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_DRUNK (%u) have unknown drunken state in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, drunk.state); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_HOLIDAY: if (!sHolidaysStore.LookupEntry(holiday.id)) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_HOLIDAY (%u) have unknown holiday in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, holiday.id); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL: if (equipped_item.item_quality >= MAX_ITEM_QUALITY) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL (%u) have unknown quality state in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, equipped_item.item_quality); return false; } return true; case ACHIEVEMENT_CRITERIA_REQUIRE_KNOWN_TITLE: { CharTitlesEntry const* titleInfo = sCharTitlesStore.LookupEntry(known_title.title_id); if (!titleInfo) { sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) for requirement ACHIEVEMENT_CRITERIA_REQUIRE_KNOWN_TITLE (%u) have unknown title_id in value1 (%u), ignore.", criteria->ID, criteria->requiredType, requirementType, known_title.title_id); return false; } return true; } default: sLog.outErrorDb("Table `achievement_criteria_requirement` (Entry: %u Type: %u) have data for not supported data type (%u), ignore.", criteria->ID, criteria->requiredType, requirementType); return false; } } bool AchievementCriteriaRequirement::Meets(uint32 criteria_id, Player const* source, Unit const* target, uint32 miscvalue1 /*= 0*/) const { switch (requirementType) { case ACHIEVEMENT_CRITERIA_REQUIRE_NONE: return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_CREATURE: if (!target || target->GetTypeId() != TYPEID_UNIT) return false; return target->GetEntry() == creature.id; case ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_CLASS_RACE: if (!target || target->GetTypeId() != TYPEID_PLAYER) return false; if (classRace.class_id && classRace.class_id != ((Player*)target)->getClass()) return false; if (classRace.race_id && classRace.race_id != ((Player*)target)->getRace()) return false; return true; case ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_LESS_HEALTH: if (!target || target->GetTypeId() != TYPEID_PLAYER) return false; return target->GetHealth() * 100 <= health.percent * target->GetMaxHealth(); case ACHIEVEMENT_CRITERIA_REQUIRE_T_PLAYER_DEAD: if (!target || target->GetTypeId() != TYPEID_PLAYER || target->isAlive() || ((Player*)target)->GetDeathTimer() == 0) return false; // flag set == must be same team, not set == different team return (((Player*)target)->GetTeam() == source->GetTeam()) == (player_dead.own_team_flag != 0); case ACHIEVEMENT_CRITERIA_REQUIRE_S_AURA: return source->HasAura(aura.spell_id, SpellEffectIndex(aura.effect_idx)); case ACHIEVEMENT_CRITERIA_REQUIRE_S_AREA: { uint32 zone_id, area_id; source->GetZoneAndAreaId(zone_id, area_id); return area.id == zone_id || area.id == area_id; } case ACHIEVEMENT_CRITERIA_REQUIRE_T_AURA: return target && target->HasAura(aura.spell_id, SpellEffectIndex(aura.effect_idx)); case ACHIEVEMENT_CRITERIA_REQUIRE_VALUE: return miscvalue1 >= value.minvalue; case ACHIEVEMENT_CRITERIA_REQUIRE_T_LEVEL: if (!target) return false; return target->getLevel() >= level.minlevel; case ACHIEVEMENT_CRITERIA_REQUIRE_T_GENDER: if (!target) return false; return target->getGender() == gender.gender; case ACHIEVEMENT_CRITERIA_REQUIRE_DISABLED: return false; // always fail case ACHIEVEMENT_CRITERIA_REQUIRE_MAP_DIFFICULTY: return source->GetMap()->GetSpawnMode() == difficulty.difficulty; case ACHIEVEMENT_CRITERIA_REQUIRE_MAP_PLAYER_COUNT: return source->GetMap()->GetPlayersCountExceptGMs() <= map_players.maxcount; case ACHIEVEMENT_CRITERIA_REQUIRE_T_TEAM: if (!target || target->GetTypeId() != TYPEID_PLAYER) return false; return ((Player*)target)->GetTeam() == Team(team.team); case ACHIEVEMENT_CRITERIA_REQUIRE_S_DRUNK: return (uint32)Player::GetDrunkenstateByValue(source->GetDrunkValue()) >= drunk.state; case ACHIEVEMENT_CRITERIA_REQUIRE_HOLIDAY: return sGameEventMgr.IsActiveHoliday(HolidayIds(holiday.id)); case ACHIEVEMENT_CRITERIA_REQUIRE_BG_LOSS_TEAM_SCORE: { BattleGround* bg = source->GetBattleGround(); if (!bg) return false; return bg->IsTeamScoreInRange(source->GetTeam() == ALLIANCE ? HORDE : ALLIANCE, bg_loss_team_score.min_score, bg_loss_team_score.max_score); } case ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT: { if (!source->IsInWorld()) return false; InstanceData* data = source->GetInstanceData(); if (!data) { sLog.outErrorDb("Achievement system call ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT (%u) for achievement criteria %u for map %u but map not have instance script", ACHIEVEMENT_CRITERIA_REQUIRE_INSTANCE_SCRIPT, criteria_id, source->GetMapId()); return false; } return data->CheckAchievementCriteriaMeet(criteria_id, source, target, miscvalue1); } case ACHIEVEMENT_CRITERIA_REQUIRE_S_EQUIPPED_ITEM_LVL: { Item* item = source->GetItemByPos(INVENTORY_SLOT_BAG_0, miscvalue1); if (!item) return false; ItemPrototype const* proto = item->GetProto(); return proto->ItemLevel >= equipped_item.item_level && proto->Quality >= equipped_item.item_quality; } case ACHIEVEMENT_CRITERIA_REQUIRE_NTH_BIRTHDAY: { time_t birthday_start = time_t(sWorld.getConfig(CONFIG_UINT32_BIRTHDAY_TIME)); tm birthday_tm = *localtime(&birthday_start); // exactly N birthday birthday_tm.tm_year += birthday_login.nth_birthday; time_t birthday = mktime(&birthday_tm); time_t now = sWorld.GetGameTime(); return now <= birthday + DAY && now >= birthday; } case ACHIEVEMENT_CRITERIA_REQUIRE_KNOWN_TITLE: { if (CharTitlesEntry const* titleInfo = sCharTitlesStore.LookupEntry(known_title.title_id)) return source && source->HasTitle(titleInfo->bit_index); return false; } } return false; } bool AchievementCriteriaRequirementSet::Meets(Player const* source, Unit const* target, uint32 miscvalue /*= 0*/) const { for (Storage::const_iterator itr = storage.begin(); itr != storage.end(); ++itr) if (!itr->Meets(criteria_id, source, target, miscvalue)) return false; return true; } AchievementMgr::AchievementMgr(Player* player) { m_player = player; } AchievementMgr::~AchievementMgr() { } void AchievementMgr::Reset() { for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter) { WorldPacket data(SMSG_ACHIEVEMENT_DELETED, 4); data << uint32(iter->first); m_player->SendDirectMessage(&data); } for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter) { WorldPacket data(SMSG_CRITERIA_DELETED, 4); data << uint32(iter->first); m_player->SendDirectMessage(&data); } m_completedAchievements.clear(); m_criteriaProgress.clear(); DeleteFromDB(m_player->GetObjectGuid()); // re-fill data CheckAllAchievementCriteria(); } void AchievementMgr::ResetAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2) { DETAIL_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::ResetAchievementCriteria(%u, %u, %u)", type, miscvalue1, miscvalue2); if (!sWorld.getConfig(CONFIG_BOOL_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER) return; AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr.GetAchievementCriteriaByType(type); for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i) { AchievementCriteriaEntry const* achievementCriteria = (*i); AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement); // Checked in LoadAchievementCriteriaList // don't update already completed criteria if (IsCompletedCriteria(achievementCriteria, achievement)) continue; switch (type) { case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE: // have total statistic also not expected to be reset case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE: // have total statistic also not expected to be reset if (achievementCriteria->healing_done.flag == miscvalue1 && achievementCriteria->healing_done.mapid == miscvalue2) SetCriteriaProgress(achievementCriteria, achievement, 0, PROGRESS_SET); break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // have total statistic also not expected to be reset // reset only the criteria having the miscvalue1 condition if (achievementCriteria->win_rated_arena.flag == miscvalue1) SetCriteriaProgress(achievementCriteria, achievement, 0, PROGRESS_SET); break; default: // reset all cases break; } } } void AchievementMgr::DeleteFromDB(ObjectGuid guid) { uint32 lowguid = guid.GetCounter(); CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = %u", lowguid); CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE guid = %u", lowguid); CharacterDatabase.CommitTransaction(); } void AchievementMgr::SaveToDB() { static SqlStatementID delComplAchievements ; static SqlStatementID insComplAchievements ; static SqlStatementID delProgress ; static SqlStatementID insProgress ; if (!m_completedAchievements.empty()) { // delete existing achievements in the loop for (CompletedAchievementMap::iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter) { if (!iter->second.changed) continue; /// mark as saved in db iter->second.changed = false; SqlStatement stmt = CharacterDatabase.CreateStatement(delComplAchievements, "DELETE FROM character_achievement WHERE guid = ? AND achievement = ?"); stmt.PExecute(GetPlayer()->GetGUIDLow(), iter->first); stmt = CharacterDatabase.CreateStatement(insComplAchievements, "INSERT INTO character_achievement (guid, achievement, date) VALUES (?, ?, ?)"); stmt.PExecute(GetPlayer()->GetGUIDLow(), iter->first, uint64(iter->second.date)); } } if (!m_criteriaProgress.empty()) { // insert achievements for (CriteriaProgressMap::iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter) { if (!iter->second.changed) continue; /// mark as updated in db iter->second.changed = false; // new/changed record data SqlStatement stmt = CharacterDatabase.CreateStatement(delProgress, "DELETE FROM character_achievement_progress WHERE guid = ? AND criteria = ?"); stmt.PExecute(GetPlayer()->GetGUIDLow(), iter->first); bool needSave = iter->second.counter != 0; if (!needSave) { AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(iter->first); needSave = criteria && criteria->timeLimit > 0; } if (needSave) { stmt = CharacterDatabase.CreateStatement(insProgress, "INSERT INTO character_achievement_progress (guid, criteria, counter, date) VALUES (?, ?, ?, ?)"); stmt.PExecute(GetPlayer()->GetGUIDLow(), iter->first, iter->second.counter, uint64(iter->second.date)); } } } } void AchievementMgr::LoadFromDB(QueryResult* achievementResult, QueryResult* criteriaResult) { // Note: this code called before any character data loading so don't must triggering any events req. inventory/etc // all like cases must be happens in CheckAllAchievementCriteria called after character data load if (achievementResult) { do { Field* fields = achievementResult->Fetch(); uint32 achievement_id = fields[0].GetUInt32(); // don't must happen: cleanup at server startup in sAchievementMgr.LoadCompletedAchievements() if (!sAchievementStore.LookupEntry(achievement_id)) continue; CompletedAchievementData& ca = m_completedAchievements[achievement_id]; ca.date = time_t(fields[1].GetUInt64()); ca.changed = false; } while (achievementResult->NextRow()); delete achievementResult; } if (criteriaResult) { do { Field* fields = criteriaResult->Fetch(); uint32 id = fields[0].GetUInt32(); uint32 counter = fields[1].GetUInt32(); time_t date = time_t(fields[2].GetUInt64()); AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(id); if (!criteria) { // we will remove nonexistent criteria for all characters sLog.outError("Nonexistent achievement criteria %u data removed from table `character_achievement_progress`.", id); CharacterDatabase.PExecute("DELETE FROM character_achievement_progress WHERE criteria = %u", id); continue; } CriteriaProgress& progress = m_criteriaProgress[id]; progress.counter = counter; progress.date = date; progress.changed = false; progress.timedCriteriaFailed = false; AchievementEntry const* achievement = sAchievementStore.LookupEntry(criteria->referredAchievement); // Checked in LoadAchievementCriteriaList // A failed achievement will be removed on next tick - TODO: Possible that timer 2 is reseted if (criteria->timeLimit) { // Add not-completed achievements to time map if (!IsCompletedCriteria(criteria, achievement)) { time_t failTime = time_t(progress.date + criteria->timeLimit); m_criteriaFailTimes[criteria->ID] = failTime; // A failed Achievement - will be removed by DoFailedTimedAchievementCriterias on next tick for player if (failTime <= time(NULL)) progress.timedCriteriaFailed = true; } } // check integrity with max allowed counter value if (uint32 maxcounter = GetCriteriaProgressMaxCounter(criteria, achievement)) { if (progress.counter > maxcounter) { progress.counter = maxcounter; progress.changed = true; } } } while (criteriaResult->NextRow()); delete criteriaResult; } } void AchievementMgr::SendAchievementEarned(AchievementEntry const* achievement) { if (GetPlayer()->GetSession()->PlayerLoading()) return; DEBUG_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::SendAchievementEarned(%u)", achievement->ID); if (Guild* guild = sGuildMgr.GetGuildById(GetPlayer()->GetGuildId())) { MaNGOS::AchievementChatBuilder say_builder(*GetPlayer(), CHAT_MSG_GUILD_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED, achievement->ID); MaNGOS::LocalizedPacketDo say_do(say_builder); guild->BroadcastWorker(say_do, GetPlayer()); } if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_KILL | ACHIEVEMENT_FLAG_REALM_FIRST_REACH)) { // broadcast realm first reached WorldPacket data(SMSG_SERVER_FIRST_ACHIEVEMENT, strlen(GetPlayer()->GetName()) + 1 + 8 + 4 + 4); data << GetPlayer()->GetName(); data << GetPlayer()->GetObjectGuid(); data << uint32(achievement->ID); data << uint32(0); // 1=link supplied string as player name, 0=display plain string sWorld.SendGlobalMessage(&data); } // if player is in world he can tell his friends about new achievement else if (GetPlayer()->IsInWorld()) { MaNGOS::AchievementChatBuilder say_builder(*GetPlayer(), CHAT_MSG_ACHIEVEMENT, LANG_ACHIEVEMENT_EARNED, achievement->ID); MaNGOS::LocalizedPacketDo say_do(say_builder); MaNGOS::CameraDistWorker > say_worker(GetPlayer(), sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY), say_do); Cell::VisitWorldObjects(GetPlayer(), say_worker, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY)); } WorldPacket data(SMSG_ACHIEVEMENT_EARNED, 8 + 4 + 8); data << GetPlayer()->GetPackGUID(); data << uint32(achievement->ID); data << uint32(secsToTimeBitFields(time(NULL))); data << uint32(0); GetPlayer()->SendMessageToSetInRange(&data, sWorld.getConfig(CONFIG_FLOAT_LISTEN_RANGE_SAY), true); } void AchievementMgr::SendCriteriaUpdate(uint32 id, CriteriaProgress const* progress) { WorldPacket data(SMSG_CRITERIA_UPDATE, 8 + 4 + 8); data << uint32(id); time_t now = time(NULL); // the counter is packed like a packed Guid data.appendPackGUID(progress->counter); data << GetPlayer()->GetPackGUID(); data << uint32(progress->timedCriteriaFailed ? 1 : 0); data << uint32(secsToTimeBitFields(now)); data << uint32(now - progress->date); // timer 1 data << uint32(now - progress->date); // timer 2 GetPlayer()->SendDirectMessage(&data); } /* * called at player login. The player might have fulfilled some achievements when the achievement system wasn't working yet */ void AchievementMgr::CheckAllAchievementCriteria() { // suppress sending packets for (uint32 i = 0; i < ACHIEVEMENT_CRITERIA_TYPE_TOTAL; ++i) UpdateAchievementCriteria(AchievementCriteriaTypes(i)); } static const uint32 achievIdByArenaSlot[MAX_ARENA_SLOT] = { 1057, 1107, 1108 }; static const uint32 achievIdForDungeon[][4] = { // ach_cr_id,is_dungeon,is_raid,is_heroic_dungeon { 321, true, true, true }, // Total raid and dungeon deaths //323 // Total deaths to Lich King 10-player raid bosses //324 // Total deaths to Lich King 25-player raid bosses { 916, false, true, false }, // Total deaths in 25-player raids { 917, false, true, false }, // Total deaths in 10-player raids { 918, true, false, false }, // Total deaths in 5-player dungeons { 2219, false, false, true }, // Total deaths in 5-player heroic dungeons { 0, false, false, false } }; static const uint32 achievIdByClass[MAX_CLASSES] = { 0, 459, 465 , 462, 458, 464, 461, 467, 460, 463, 0, 466 }; static const uint32 achievIdByRace[MAX_RACES] = { 0, 1408, 1410, 1407, 1409, 1413, 1411, 1404, 1412, 0, 1405, 1406 }; /* * this function will be called whenever the user might have done a timed-criteria relevant action, or by scripting side? */ void AchievementMgr::StartTimedAchievementCriteria(AchievementCriteriaTypes type, uint32 timedRequirementId, time_t startTime /*= 0*/) { DETAIL_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::StartTimedAchievementCriteria(%u, %u)", type, timedRequirementId); if (!sWorld.getConfig(CONFIG_BOOL_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER) return; AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr.GetAchievementCriteriaByType(type); for (AchievementCriteriaEntryList::const_iterator i = achievementCriteriaList.begin(); i != achievementCriteriaList.end(); ++i) { AchievementCriteriaEntry const* achievementCriteria = (*i); // only apply to specific timedRequirementId related criteria if (achievementCriteria->timedCriteriaMiscId != timedRequirementId) continue; if (!achievementCriteria->IsExplicitlyStartedTimedCriteria()) continue; AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement); // Checked in LoadAchievementCriteriaList if ((achievement->factionFlag == ACHIEVEMENT_FACTION_FLAG_HORDE && GetPlayer()->GetTeam() != HORDE) || (achievement->factionFlag == ACHIEVEMENT_FACTION_FLAG_ALLIANCE && GetPlayer()->GetTeam() != ALLIANCE)) continue; // don't update already completed criteria if (IsCompletedCriteria(achievementCriteria, achievement)) continue; // Only the Quest-Complete Timed Achievements need the groupcheck, so this check is only needed here if (achievementCriteria->requiredType == ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST && GetPlayer()->GetGroup()) continue; // do not start already failed timers if (startTime && time_t(startTime + achievementCriteria->timeLimit) < time(NULL)) continue; CriteriaProgress* progress = NULL; CriteriaProgressMap::iterator iter = m_criteriaProgress.find(achievementCriteria->ID); if (iter == m_criteriaProgress.end()) progress = &m_criteriaProgress[achievementCriteria->ID]; else progress = &iter->second; progress->changed = true; progress->counter = 0; // Start with given startTime or now progress->date = startTime ? startTime : time(NULL); progress->timedCriteriaFailed = false; // Add to timer map m_criteriaFailTimes[achievementCriteria->ID] = time_t(progress->date + achievementCriteria->timeLimit); SendCriteriaUpdate(achievementCriteria->ID, progress); } } /* * this function will be called whenever there could be a timed achievement criteria failed because of ellapsed time */ void AchievementMgr::DoFailedTimedAchievementCriterias() { if (m_criteriaFailTimes.empty()) return; time_t now = time(NULL); for (AchievementCriteriaFailTimeMap::iterator iter = m_criteriaFailTimes.begin(); iter != m_criteriaFailTimes.end();) { if (iter->second > now) { ++iter; continue; } // Possible failed achievement criteria found AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(iter->first); AchievementEntry const* achievement = sAchievementStore.LookupEntry(criteria->referredAchievement); // Checked in LoadAchievementCriteriaList // Send Fail for failed criterias if (!IsCompletedCriteria(criteria, achievement)) { DETAIL_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::DoFailedTimedAchievementCriterias for criteria %u", criteria->ID); CriteriaProgressMap::iterator pro_iter = m_criteriaProgress.find(criteria->ID); MANGOS_ASSERT(pro_iter != m_criteriaProgress.end()); CriteriaProgress* progress = &pro_iter->second; // Set to failed, and send to client progress->timedCriteriaFailed = true; SendCriteriaUpdate(criteria->ID, progress); // Remove failed progress m_criteriaProgress.erase(pro_iter); } m_criteriaFailTimes.erase(iter++); } } /* * this function will be called whenever the user might have done a criteria relevant action */ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1, uint32 miscvalue2, Unit* unit, uint32 time) { DETAIL_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::UpdateAchievementCriteria(%u, %u, %u, %u)", type, miscvalue1, miscvalue2, time); if (!sWorld.getConfig(CONFIG_BOOL_GM_ALLOW_ACHIEVEMENT_GAINS) && m_player->GetSession()->GetSecurity() > SEC_PLAYER) return; AchievementCriteriaEntryList const& achievementCriteriaList = sAchievementMgr.GetAchievementCriteriaByType(type); for (AchievementCriteriaEntryList::const_iterator itr = achievementCriteriaList.begin(); itr != achievementCriteriaList.end(); ++itr) { AchievementCriteriaEntry const* achievementCriteria = *itr; AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementCriteria->referredAchievement); // Checked in LoadAchievementCriteriaList if ((achievement->factionFlag == ACHIEVEMENT_FACTION_FLAG_HORDE && GetPlayer()->GetTeam() != HORDE) || (achievement->factionFlag == ACHIEVEMENT_FACTION_FLAG_ALLIANCE && GetPlayer()->GetTeam() != ALLIANCE)) continue; // don't update already completed criteria if (IsCompletedCriteria(achievementCriteria, achievement)) continue; // init values, real set in switch uint32 change = 0; ProgressType progressType = PROGRESS_HIGHEST; // when need it will replaced by PROGRESS_ACCUMULATE switch (type) { // std. case: increment at 1 case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST: case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS: case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL: case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION: case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS: /* FIXME: for online player only currently */ case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED: case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED: case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN: case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; // std case: increment at miscvalue1 case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS: case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TRAVELLING: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL: case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS:/* FIXME: for online player only currently */ case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_DAMAGE_RECEIVED: case ACHIEVEMENT_CRITERIA_TYPE_TOTAL_HEALING_RECEIVED: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; change = miscvalue1; progressType = PROGRESS_ACCUMULATE; break; // std case: high value at miscvalue1 case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: /* FIXME: for online player only currently */ case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_DEALT: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HIT_RECEIVED: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEAL_CASTED: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALING_RECEIVED: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; change = miscvalue1; progressType = PROGRESS_HIGHEST; break; // specialized cases case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (achievementCriteria->win_bg.bgMapID != GetPlayer()->GetMapId()) continue; if (achievementCriteria->win_bg.additionalRequirement1_type || achievementCriteria->win_bg.additionalRequirement2_type) { // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), unit)) continue; } // some hardcoded requirements else { BattleGround* bg = GetPlayer()->GetBattleGround(); if (!bg) continue; switch (achievementCriteria->referredAchievement) { case 161: // AB, Overcome a 500 resource disadvantage { if (bg->GetTypeID() != BATTLEGROUND_AB) continue; if (!((BattleGroundAB*)bg)->IsTeamScores500Disadvantage(GetPlayer()->GetTeam())) continue; break; } case 156: // AB, win while controlling all 5 flags (all nodes) case 784: // EY, win while holding 4 bases (all nodes) { if (!bg->IsAllNodesControlledByTeam(GetPlayer()->GetTeam())) continue; break; } case 1762: // SA, win without losing any siege vehicles case 2192: // SA, win without losing any siege vehicles continue; // not implemented } } change = miscvalue1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (achievementCriteria->kill_creature.creatureID != miscvalue1) continue; // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), unit)) continue; change = miscvalue2; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL: { bool ok = true; // skip wrong class achievements for (uint8 i = 1; i < MAX_CLASSES; ++i) { if (achievIdByClass[i] == achievement->ID && i != GetPlayer()->getClass()) { ok = false; break; } } if (!ok) continue; // skip wrong race achievements for (uint8 i = 1; i < MAX_RACES; ++i) { if (achievIdByRace[i] == achievement->ID && i != GetPlayer()->getRace()) { ok = false; break; } } if (!ok) continue; change = GetPlayer()->getLevel(); progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL: { // update at loading or specific skill update if (miscvalue1 && miscvalue1 != achievementCriteria->reach_skill_level.skillID) continue; change = GetPlayer()->GetBaseSkillValue(achievementCriteria->reach_skill_level.skillID); progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL: { // update at loading or specific skill update if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_level.skillID) continue; change = GetPlayer()->GetPureMaxSkillValue(achievementCriteria->learn_skill_level.skillID); progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT: { if (m_completedAchievements.find(achievementCriteria->complete_achievement.linkedAchievement) == m_completedAchievements.end()) continue; change = 1; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT: { uint32 counter = 0; for (QuestStatusMap::const_iterator itr = GetPlayer()->getQuestStatusMap().begin(); itr != GetPlayer()->getQuestStatusMap().end(); ++itr) if (itr->second.m_rewarded) ++counter; change = counter; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE: { // speedup for non-login case if (miscvalue1 && miscvalue1 != achievementCriteria->complete_quests_in_zone.zoneID) continue; uint32 counter = 0; for (QuestStatusMap::const_iterator itr = GetPlayer()->getQuestStatusMap().begin(); itr != GetPlayer()->getQuestStatusMap().end(); ++itr) { Quest const* quest = sObjectMgr.GetQuestTemplate(itr->first); if (itr->second.m_rewarded && quest->GetZoneOrSort() >= 0 && uint32(quest->GetZoneOrSort()) == achievementCriteria->complete_quests_in_zone.zoneID) ++counter; } change = counter; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_CURRENCY_EARNED: { if (!miscvalue1 || !miscvalue2 || miscvalue1 != achievementCriteria->currencyEarned.currencyId) return; change = miscvalue2; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (GetPlayer()->GetMapId() != achievementCriteria->complete_battleground.mapID) continue; change = miscvalue1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (GetPlayer()->GetMapId() != achievementCriteria->death_at_map.mapID) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_DEATH: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; // skip wrong arena achievements, if not achievIdByArenaSlot then normal total death counter bool notfit = false; for (int j = 0; j < MAX_ARENA_SLOT; ++j) { if (achievIdByArenaSlot[j] == achievement->ID) { BattleGround* bg = GetPlayer()->GetBattleGround(); if (!bg || !bg->isArena() || ArenaTeam::GetSlotByType(bg->GetArenaType()) != j) notfit = true; break; } } if (notfit) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; Map const* map = GetPlayer()->IsInWorld() ? GetPlayer()->GetMap() : sMapMgr.FindMap(GetPlayer()->GetMapId(), GetPlayer()->GetInstanceId()); if (!map || !map->IsDungeon()) continue; // search case bool found = false; for (int j = 0; achievIdForDungeon[j][0]; ++j) { if (achievIdForDungeon[j][0] == achievement->ID) { if (map->IsRaid()) { // if raid accepted (ignore difficulty) if (!achievIdForDungeon[j][2]) break; // for } else if (GetPlayer()->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL) { // dungeon in normal mode accepted if (!achievIdForDungeon[j][1]) break; // for } else { // dungeon in heroic mode accepted if (!achievIdForDungeon[j][3]) break; // for } found = true; break; // for } } if (!found) continue; // FIXME: work only for instances where max==min for players if (map->GetMaxPlayers() != achievementCriteria->death_in_dungeon.manLimit) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->killed_by_creature.creatureEntry) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; // if team check required: must kill by opposition faction if (achievement->ID == 318 && miscvalue2 == uint32(GetPlayer()->GetTeam())) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), unit)) continue; // miscvalue1 is the ingame fallheight*100 as stored in dbc change = miscvalue1; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (miscvalue2 != achievementCriteria->death_from.type) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: { // if miscvalues != 0, it contains the questID. if (miscvalue1) { if (miscvalue1 != achievementCriteria->complete_quest.questID) continue; } else { // login case. if (!GetPlayer()->GetQuestRewardStatus(achievementCriteria->complete_quest.questID)) continue; } // exist many achievements with this criteria, use at this moment hardcoded check to skip simple case switch (achievement->ID) { case 31: // case 1275: // these timed achievements have to be "started" on Quest Accept // case 1276: // case 1277: case 1282: case 1789: { // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), unit)) continue; break; } default: break; } // As the groupFlag had wrong meaning, only the Quest-Complete Timed Achievements need the groupcheck, so this check is only needed here if (achievementCriteria->timeLimit > 0 && GetPlayer()->GetGroup()) continue; change = 1; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET: case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2: { if (!miscvalue1 || miscvalue1 != achievementCriteria->be_spell_target.spellID) continue; // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data) continue; if (!data->Meets(GetPlayer(), unit)) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: { if (!miscvalue1 || miscvalue1 != achievementCriteria->cast_spell.spellID) continue; // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data) continue; if (!data->Meets(GetPlayer(), unit)) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL: if (miscvalue1 && miscvalue1 != achievementCriteria->learn_spell.spellID) continue; if (!GetPlayer()->HasSpell(achievementCriteria->learn_spell.spellID)) continue; change = 1; progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: { // miscvalue1=loot_type (note: 0 = LOOT_CORPSE and then it ignored) // miscvalue2=count of item loot if (!miscvalue1 || !miscvalue2) continue; if (miscvalue1 != achievementCriteria->loot_type.lootType) continue; // zone specific if (achievementCriteria->loot_type.lootTypeCount == 1) { // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), unit)) continue; } change = miscvalue2; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM: // speedup for non-login case if (miscvalue1 && achievementCriteria->own_item.itemID != miscvalue1) continue; change = GetPlayer()->GetItemCount(achievementCriteria->own_item.itemID, true); progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // miscvalue1 contains the personal rating if (!miscvalue1) // no update at login continue; // additional requirements if (achievementCriteria->win_rated_arena.flag == ACHIEVEMENT_CRITERIA_CONDITION_NO_LOOSE) { // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), unit, miscvalue1)) { // reset the progress as we have a win without the requirement. SetCriteriaProgress(achievementCriteria, achievement, 0, PROGRESS_SET); continue; } } change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (achievementCriteria->use_item.itemID != miscvalue1) continue; // possible additional requirements AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (data && !data->Meets(GetPlayer(), unit, miscvalue1)) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM: // You _have_ to loot that item, just owning it when logging in does _not_ count! if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->own_item.itemID) continue; change = miscvalue2; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA: { WorldMapOverlayEntry const* worldOverlayEntry = sWorldMapOverlayStore.LookupEntry(achievementCriteria->explore_area.areaReference); if (!worldOverlayEntry) break; bool matchFound = false; for (int j = 0; j < MAX_WORLD_MAP_OVERLAY_AREA_IDX; ++j) { uint32 area_id = worldOverlayEntry->areatableID[j]; if (!area_id) // array have 0 only in empty tail break; int32 exploreFlag = GetAreaFlagByAreaID(area_id); if (exploreFlag < 0) continue; uint32 playerIndexOffset = uint32(exploreFlag) / 32; uint32 mask = 1 << (uint32(exploreFlag) % 32); if (GetPlayer()->GetUInt32Value(PLAYER_EXPLORED_ZONES_1 + playerIndexOffset) & mask) { matchFound = true; break; } } if (!matchFound) continue; change = 1; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT: change = GetPlayer()->GetBankBagSlotCount(); progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION: { // skip faction check only at loading if (miscvalue1 && miscvalue1 != achievementCriteria->gain_reputation.factionID) continue; int32 reputation = GetPlayer()->GetReputationMgr().GetReputation(achievementCriteria->gain_reputation.factionID); if (reputation <= 0) continue; change = reputation; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION: { change = GetPlayer()->GetReputationMgr().GetExaltedFactionCount(); progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP: { // skip for login case if (!miscvalue1) continue; change = 1; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: { // miscvalue1 = equip_slot+1 (for avoid use 0) if (!miscvalue1) continue; uint32 item_slot = miscvalue1 - 1; if (item_slot != achievementCriteria->equip_epic_item.itemSlot) continue; // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), unit, item_slot)) continue; change = 1; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT: { // miscvalue1 = itemid // miscvalue2 = diced value if (!miscvalue1) continue; if (miscvalue2 != achievementCriteria->roll_greed_on_loot.rollValue) continue; ItemPrototype const* pProto = ObjectMgr::GetItemPrototype(miscvalue1); uint32 requiredItemLevel = 0; if (achievementCriteria->ID == 2412 || achievementCriteria->ID == 2358) requiredItemLevel = 185; if (!pProto || pProto->ItemLevel < requiredItemLevel) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: { // miscvalue1 = emote if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->do_emote.emoteID) continue; if (achievementCriteria->do_emote.count) { // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), unit)) continue; } change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE: case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE: { if (!miscvalue1) continue; if (achievementCriteria->healing_done.flag == ACHIEVEMENT_CRITERIA_CONDITION_MAP) { if (GetPlayer()->GetMapId() != achievementCriteria->healing_done.mapid) continue; // map specific case (BG in fact) expected player targeted damage/heal if (!unit || unit->GetTypeId() != TYPEID_PLAYER) continue; } change = miscvalue1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM: // miscvalue1 = item_id if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->equip_item.itemID) continue; change = 1; progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT: // miscvalue1 = go entry if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->use_gameobject.goEntry) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data) continue; if (!data->Meets(GetPlayer(), unit)) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT: if (!miscvalue1) continue; if (miscvalue1 != achievementCriteria->fish_in_gameobject.goEntry) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS: { if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skillline_spell.skillLine) continue; uint32 spellCount = 0; for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin(); spellIter != GetPlayer()->GetSpellMap().end(); ++spellIter) { SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellIter->first); for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter) { if (skillIter->second->skillId == achievementCriteria->learn_skillline_spell.skillLine) ++spellCount; } } change = spellCount; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; if (achievementCriteria->win_duel.duelCount) { // those requirements couldn't be found in the dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data) continue; if (!data->Meets(GetPlayer(), unit)) continue; } change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION: change = GetPlayer()->GetReputationMgr().GetReveredFactionCount(); progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION: change = GetPlayer()->GetReputationMgr().GetHonoredFactionCount(); progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS: change = GetPlayer()->GetReputationMgr().GetVisibleFactionCount(); progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM: { // AchievementMgr::UpdateAchievementCriteria might also be called on login - skip in this case if (!miscvalue1) continue; ItemPrototype const* proto = ObjectMgr::GetItemPrototype(miscvalue1); if (!proto || proto->Quality < ITEM_QUALITY_EPIC) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE: { if (miscvalue1 && miscvalue1 != achievementCriteria->learn_skill_line.skillLine) continue; uint32 spellCount = 0; for (PlayerSpellMap::const_iterator spellIter = GetPlayer()->GetSpellMap().begin(); spellIter != GetPlayer()->GetSpellMap().end(); ++spellIter) { SkillLineAbilityMapBounds bounds = sSpellMgr.GetSkillLineAbilityMapBounds(spellIter->first); for (SkillLineAbilityMap::const_iterator skillIter = bounds.first; skillIter != bounds.second; ++skillIter) if (skillIter->second->skillId == achievementCriteria->learn_skill_line.skillLine) ++spellCount; } change = spellCount; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL: change = GetPlayer()->GetUInt32Value(PLAYER_FIELD_LIFETIME_HONORBALE_KILLS); progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS: if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_class.classID) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE: if (!miscvalue1 || miscvalue1 != achievementCriteria->hk_race.raceID) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED: change = GetPlayer()->GetMoney(); progressType = PROGRESS_HIGHEST; break; case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_TEAM_RATING: { if (!miscvalue1 || achievementCriteria->highest_team_rating.teamtype != miscvalue1) continue; change = miscvalue2; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_PERSONAL_RATING: { if (!miscvalue1 || achievementCriteria->highest_personal_rating.teamtype != miscvalue1) continue; if (achievementCriteria->highest_personal_rating.teamrating != 0 && achievementCriteria->highest_personal_rating.teamrating > miscvalue2) continue; change = miscvalue2; progressType = PROGRESS_HIGHEST; break; } case ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN: { // This criteria is only called directly after login - with expected miscvalue1 == 1 if (!miscvalue1) continue; // They have no proper requirements in dbc AchievementCriteriaRequirementSet const* data = sAchievementMgr.GetCriteriaRequirementSet(achievementCriteria); if (!data || !data->Meets(GetPlayer(), NULL)) continue; change = 1; progressType = PROGRESS_ACCUMULATE; break; } // std case: not exist in DBC, not triggered in code as result case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_POWER: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_STAT: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_RATING: break; // FIXME: not triggered in code as result, need to implement case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST_DAILY: case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_RAID: case ACHIEVEMENT_CRITERIA_TYPE_BG_OBJECTIVE_CAPTURE: case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL_AT_AREA: case ACHIEVEMENT_CRITERIA_TYPE_WIN_ARENA: case ACHIEVEMENT_CRITERIA_TYPE_PLAY_ARENA: case ACHIEVEMENT_CRITERIA_TYPE_HONORABLE_KILL: case ACHIEVEMENT_CRITERIA_TYPE_OWN_RANK: case ACHIEVEMENT_CRITERIA_TYPE_GET_KILLING_BLOWS: case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE_TYPE: case ACHIEVEMENT_CRITERIA_TYPE_EARN_ACHIEVEMENT_POINTS: case ACHIEVEMENT_CRITERIA_TYPE_USE_LFD_TO_GROUP_WITH_PLAYERS: break; // Not implemented yet :( default: break; } SetCriteriaProgress(achievementCriteria, achievement, change, progressType); } } uint32 AchievementMgr::GetCriteriaProgressCounter(AchievementCriteriaEntry const* entry) const { CriteriaProgressMap::const_iterator iter = m_criteriaProgress.find(entry->ID); return iter != m_criteriaProgress.end() ? iter->second.counter : 0; } uint32 AchievementMgr::GetCriteriaProgressMaxCounter(AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement) { uint32 resultValue = 0; switch (achievementCriteria->requiredType) { case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG: resultValue = achievementCriteria->win_bg.winCount; break; case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE: resultValue = achievementCriteria->kill_creature.creatureCount; break; case ACHIEVEMENT_CRITERIA_TYPE_REACH_LEVEL: resultValue = achievementCriteria->reach_level.level; break; case ACHIEVEMENT_CRITERIA_TYPE_REACH_SKILL_LEVEL: resultValue = achievementCriteria->reach_skill_level.skillLevel; break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT: resultValue = 1; break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST_COUNT: resultValue = achievementCriteria->complete_quest_count.totalQuestCount; break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUESTS_IN_ZONE: resultValue = achievementCriteria->complete_quests_in_zone.questCount; break; case ACHIEVEMENT_CRITERIA_TYPE_CURRENCY_EARNED: resultValue = achievementCriteria->currencyEarned.count; break; case ACHIEVEMENT_CRITERIA_TYPE_DAMAGE_DONE: case ACHIEVEMENT_CRITERIA_TYPE_HEALING_DONE: resultValue = achievementCriteria->healing_done.count; break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_DAILY_QUEST: resultValue = achievementCriteria->complete_daily_quest.questCount; break; case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING: resultValue = achievementCriteria->fall_without_dying.fallHeight; break; case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: resultValue = 1; break; case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET: case ACHIEVEMENT_CRITERIA_TYPE_BE_SPELL_TARGET2: resultValue = achievementCriteria->be_spell_target.spellCount; break; case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: resultValue = achievementCriteria->cast_spell.castCount; break; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SPELL: resultValue = 1; break; case ACHIEVEMENT_CRITERIA_TYPE_OWN_ITEM: resultValue = achievementCriteria->own_item.itemCount; break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: resultValue = achievementCriteria->win_rated_arena.count; break; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LEVEL: resultValue = achievementCriteria->learn_skill_level.skillLevel * 75; break; case ACHIEVEMENT_CRITERIA_TYPE_USE_ITEM: resultValue = achievementCriteria->use_item.itemCount; break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_ITEM: resultValue = achievementCriteria->loot_item.itemCount; break; case ACHIEVEMENT_CRITERIA_TYPE_EXPLORE_AREA: resultValue = 1; break; case ACHIEVEMENT_CRITERIA_TYPE_BUY_BANK_SLOT: resultValue = achievementCriteria->buy_bank_slot.numberOfSlots; break; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION: resultValue = achievementCriteria->gain_reputation.reputationAmount; break; case ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION: resultValue = achievementCriteria->gain_exalted_reputation.numberOfExaltedFactions; break; case ACHIEVEMENT_CRITERIA_TYPE_VISIT_BARBER_SHOP: resultValue = achievementCriteria->visit_barber.numberOfVisits; break; case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: resultValue = achievementCriteria->equip_epic_item.count; break; case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED_ON_LOOT: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED_ON_LOOT: resultValue = achievementCriteria->roll_greed_on_loot.count; break; case ACHIEVEMENT_CRITERIA_TYPE_HK_CLASS: resultValue = achievementCriteria->hk_class.count; break; case ACHIEVEMENT_CRITERIA_TYPE_HK_RACE: resultValue = achievementCriteria->hk_race.count; break; case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: resultValue = achievementCriteria->do_emote.count; break; case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_ITEM: resultValue = achievementCriteria->equip_item.count; break; case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_QUEST_REWARD: resultValue = achievementCriteria->quest_reward_money.goldInCopper; break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_MONEY: resultValue = achievementCriteria->loot_money.goldInCopper; break; case ACHIEVEMENT_CRITERIA_TYPE_USE_GAMEOBJECT: resultValue = achievementCriteria->use_gameobject.useCount; break; case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL: resultValue = achievementCriteria->special_pvp_kill.killCount; break; case ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT: resultValue = achievementCriteria->fish_in_gameobject.lootCount; break; case ACHIEVEMENT_CRITERIA_TYPE_ON_LOGIN: resultValue = 1; break; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILLLINE_SPELLS: resultValue = achievementCriteria->learn_skillline_spell.spellCount; break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: resultValue = achievementCriteria->win_duel.duelCount; break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: resultValue = achievementCriteria->loot_type.lootTypeCount; break; case ACHIEVEMENT_CRITERIA_TYPE_LEARN_SKILL_LINE: resultValue = achievementCriteria->learn_skill_line.spellCount; break; case ACHIEVEMENT_CRITERIA_TYPE_EARN_HONORABLE_KILL: resultValue = achievementCriteria->honorable_kill.killCount; break; case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_PERSONAL_RATING: resultValue = achievementCriteria->highest_personal_rating.teamrating; break; // handle all statistic-only criteria here case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_BATTLEGROUND: case ACHIEVEMENT_CRITERIA_TYPE_DEATH_AT_MAP: case ACHIEVEMENT_CRITERIA_TYPE_DEATH: case ACHIEVEMENT_CRITERIA_TYPE_DEATH_IN_DUNGEON: case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_CREATURE: case ACHIEVEMENT_CRITERIA_TYPE_KILLED_BY_PLAYER: case ACHIEVEMENT_CRITERIA_TYPE_DEATHS_FROM: case ACHIEVEMENT_CRITERIA_TYPE_MONEY_FROM_VENDORS: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_TALENTS: case ACHIEVEMENT_CRITERIA_TYPE_NUMBER_OF_TALENT_RESETS: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_AT_BARBER: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_SPENT_FOR_MAIL: case ACHIEVEMENT_CRITERIA_TYPE_LOSE_DUEL: case ACHIEVEMENT_CRITERIA_TYPE_GOLD_EARNED_BY_AUCTIONS: case ACHIEVEMENT_CRITERIA_TYPE_CREATE_AUCTION: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_BID: case ACHIEVEMENT_CRITERIA_TYPE_WON_AUCTIONS: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_AUCTION_SOLD: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_GOLD_VALUE_OWNED: case ACHIEVEMENT_CRITERIA_TYPE_GAIN_REVERED_REPUTATION: case ACHIEVEMENT_CRITERIA_TYPE_GAIN_HONORED_REPUTATION: case ACHIEVEMENT_CRITERIA_TYPE_KNOWN_FACTIONS: case ACHIEVEMENT_CRITERIA_TYPE_LOOT_EPIC_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_RECEIVE_EPIC_ITEM: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_NEED: case ACHIEVEMENT_CRITERIA_TYPE_ROLL_GREED: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_HEALTH: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_SPELLPOWER: case ACHIEVEMENT_CRITERIA_TYPE_HIGHEST_ARMOR: case ACHIEVEMENT_CRITERIA_TYPE_QUEST_ABANDONED: case ACHIEVEMENT_CRITERIA_TYPE_FLIGHT_PATHS_TAKEN: case ACHIEVEMENT_CRITERIA_TYPE_ACCEPTED_SUMMONINGS: resultValue = 0; break; } if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER) resultValue = std::numeric_limits::max(); return resultValue; } bool AchievementMgr::IsCompletedCriteria(AchievementCriteriaEntry const* achievementCriteria, AchievementEntry const* achievement) const { // counter can never complete if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER) return false; if (achievement->flags & (ACHIEVEMENT_FLAG_REALM_FIRST_REACH | ACHIEVEMENT_FLAG_REALM_FIRST_KILL)) { // someone on this realm has already completed that achievement if (sAchievementMgr.IsRealmCompleted(achievement)) return false; } CriteriaProgressMap::const_iterator itr = m_criteriaProgress.find(achievementCriteria->ID); if (itr == m_criteriaProgress.end()) return false; CriteriaProgress const* progress = &itr->second; uint32 maxcounter = GetCriteriaProgressMaxCounter(achievementCriteria, achievement); return progress->counter >= maxcounter || (achievement->flags & ACHIEVEMENT_FLAG_REQ_COUNT && progress->counter); } void AchievementMgr::CompletedCriteriaFor(AchievementEntry const* achievement) { // counter can never complete if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER) return; // already completed and stored if (m_completedAchievements.find(achievement->ID) != m_completedAchievements.end()) return; if (IsCompletedAchievement(achievement)) CompletedAchievement(achievement); } bool AchievementMgr::IsCompletedAchievement(AchievementEntry const* entry) { // counter can never complete if (entry->flags & ACHIEVEMENT_FLAG_COUNTER) return false; // for achievement with referenced achievement criterias get from referenced and counter from self uint32 achievementForTestId = entry->refAchievement ? entry->refAchievement : entry->ID; uint32 achievementForTestCount = entry->count; AchievementCriteriaEntryList const* cList = sAchievementMgr.GetAchievementCriteriaByAchievement(achievementForTestId); if (!cList) return false; uint32 count = 0; // For SUMM achievements, we have to count the progress of each criteria of the achievement. // Oddly, the target count is NOT countained in the achievement, but in each individual criteria if (entry->flags & ACHIEVEMENT_FLAG_SUMM) { for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr) { AchievementCriteriaEntry const* criteria = *itr; CriteriaProgressMap::const_iterator itrProgress = m_criteriaProgress.find(criteria->ID); if (itrProgress == m_criteriaProgress.end()) continue; CriteriaProgress const* progress = &itrProgress->second; count += progress->counter; // for counters, field4 contains the main count requirement if (count >= criteria->raw.count) return true; } return false; } // Default case - need complete all or bool completed_all = true; for (AchievementCriteriaEntryList::const_iterator itr = cList->begin(); itr != cList->end(); ++itr) { AchievementCriteriaEntry const* criteria = *itr; bool completed = IsCompletedCriteria(criteria, entry); // found an uncompleted criteria, but DONT return false yet - there might be a completed criteria with ACHIEVEMENT_CRITERIA_COMPLETE_FLAG_ALL if (completed) ++count; else completed_all = false; // completed as have req. count of completed criterias if (achievementForTestCount > 0 && achievementForTestCount <= count) return true; } // all criterias completed requirement if (completed_all && achievementForTestCount == 0) return true; return false; } void AchievementMgr::SetCriteriaProgress(AchievementCriteriaEntry const* criteria, AchievementEntry const* achievement, uint32 changeValue, ProgressType ptype) { DETAIL_FILTER_LOG(LOG_FILTER_ACHIEVEMENT_UPDATES, "AchievementMgr::SetCriteriaProgress(%u, %u) for (GUID:%u)", criteria->ID, changeValue, m_player->GetGUIDLow()); uint32 max_value = GetCriteriaProgressMaxCounter(criteria, achievement); // change value must be in allowed value range for SET/HIGHEST directly if (changeValue > max_value) changeValue = max_value; CriteriaProgress* progress = NULL; uint32 old_value = 0; uint32 newValue = 0; CriteriaProgressMap::iterator iter = m_criteriaProgress.find(criteria->ID); if (iter == m_criteriaProgress.end()) { // not create record for 0 counter if (changeValue == 0) return; // not start manually started timed achievements if (criteria->IsExplicitlyStartedTimedCriteria()) return; progress = &m_criteriaProgress[criteria->ID]; progress->date = time(NULL); progress->timedCriteriaFailed = false; // timed criterias are added to fail-timer map, and send the starting with counter=0 if (criteria->timeLimit) { m_criteriaFailTimes[criteria->ID] = time_t(progress->date + criteria->timeLimit); progress->counter = 0; SendCriteriaUpdate(criteria->ID, progress); } newValue = changeValue; } else { progress = &iter->second; old_value = progress->counter; switch (ptype) { case PROGRESS_SET: newValue = changeValue; break; case PROGRESS_ACCUMULATE: { // avoid overflow newValue = max_value - progress->counter > changeValue ? progress->counter + changeValue : max_value; break; } case PROGRESS_HIGHEST: newValue = progress->counter < changeValue ? changeValue : progress->counter; break; } // not update (not mark as changed) if counter will have same value if (progress->counter == newValue) return; } progress->counter = newValue; progress->changed = true; // update client side value SendCriteriaUpdate(criteria->ID, progress); // update dependent achievements state at criteria complete if (old_value < progress->counter) { if (IsCompletedCriteria(criteria, achievement)) CompletedCriteriaFor(achievement); // check again the completeness for SUMM and REQ COUNT achievements, // as they don't depend on the completed criteria but on the sum of the progress of each individual criteria if (achievement->flags & ACHIEVEMENT_FLAG_SUMM) { if (IsCompletedAchievement(achievement)) CompletedAchievement(achievement); } if (AchievementEntryList const* achRefList = sAchievementMgr.GetAchievementByReferencedId(achievement->ID)) { for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr) if (IsCompletedAchievement(*itr)) CompletedAchievement(*itr); } } // update dependent achievements state at criteria incomplete else if (old_value > progress->counter) { if (progress->counter < max_value) { WorldPacket data(SMSG_CRITERIA_DELETED, 4); data << uint32(criteria->ID); m_player->SendDirectMessage(&data); } if (HasAchievement(achievement->ID)) if (!IsCompletedAchievement(achievement)) IncompletedAchievement(achievement); if (AchievementEntryList const* achRefList = sAchievementMgr.GetAchievementByReferencedId(achievement->ID)) for (AchievementEntryList::const_iterator itr = achRefList->begin(); itr != achRefList->end(); ++itr) if (HasAchievement((*itr)->ID)) if (!IsCompletedAchievement(*itr)) IncompletedAchievement(*itr); } } void AchievementMgr::CompletedAchievement(AchievementEntry const* achievement) { DETAIL_LOG("AchievementMgr::CompletedAchievement(%u)", achievement->ID); if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER || m_completedAchievements.find(achievement->ID) != m_completedAchievements.end()) return; SendAchievementEarned(achievement); CompletedAchievementData& ca = m_completedAchievements[achievement->ID]; ca.date = time(NULL); ca.changed = true; // don't insert for ACHIEVEMENT_FLAG_REALM_FIRST_KILL since otherwise only the first group member would reach that achievement // TODO: where do set this instead? if (!(achievement->flags & ACHIEVEMENT_FLAG_REALM_FIRST_KILL)) sAchievementMgr.SetRealmCompleted(achievement); UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_ACHIEVEMENT); // reward items and titles if any AchievementReward const* reward = sAchievementMgr.GetAchievementReward(achievement, GetPlayer()->getGender()); // no rewards if (!reward) return; // titles if (uint32 titleId = reward->titleId[GetPlayer()->GetTeam() == HORDE ? 1 : 0]) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId)) GetPlayer()->SetTitle(titleEntry); } // mail if (reward->sender) { Item* item = reward->itemId ? Item::CreateItem(reward->itemId, 1, GetPlayer()) : NULL; int loc_idx = GetPlayer()->GetSession()->GetSessionDbLocaleIndex(); // subject and text std::string subject = reward->subject; std::string text = reward->text; if (loc_idx >= 0) { if (AchievementRewardLocale const* loc = sAchievementMgr.GetAchievementRewardLocale(achievement, GetPlayer()->getGender())) { if (loc->subject.size() > size_t(loc_idx) && !loc->subject[loc_idx].empty()) subject = loc->subject[loc_idx]; if (loc->text.size() > size_t(loc_idx) && !loc->text[loc_idx].empty()) text = loc->text[loc_idx]; } } MailDraft draft(subject, text); if (item) { // save new item before send item->SaveToDB(); // save for prevent lost at next mail load, if send fail then item will deleted // item draft.AddItem(item); } draft.SendMailTo(GetPlayer(), MailSender(MAIL_CREATURE, reward->sender)); } } void AchievementMgr::IncompletedAchievement(AchievementEntry const* achievement) { DETAIL_LOG("AchievementMgr::IncompletedAchievement(%u)", achievement->ID); if (achievement->flags & ACHIEVEMENT_FLAG_COUNTER) return; CompletedAchievementMap::iterator itr = m_completedAchievements.find(achievement->ID); if (itr == m_completedAchievements.end()) return; WorldPacket data(SMSG_ACHIEVEMENT_DELETED, 4); data << uint32(achievement->ID); m_player->SendDirectMessage(&data); if (!itr->second.changed) // complete state saved CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE guid = %u AND achievement = %u", GetPlayer()->GetGUIDLow(), achievement->ID); m_completedAchievements.erase(achievement->ID); // reward items and titles if any AchievementReward const* reward = sAchievementMgr.GetAchievementReward(achievement, GetPlayer()->getGender()); // no rewards if (!reward) return; // titles if (uint32 titleId = reward->titleId[GetPlayer()->GetTeam() == HORDE ? 0 : 1]) { if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId)) GetPlayer()->SetTitle(titleEntry, true); } // items impossible remove in clear way... } void AchievementMgr::SendAllAchievementData() { // since we don't know the exact size of the packed GUIDs this is just an approximation WorldPacket data(SMSG_ALL_ACHIEVEMENT_DATA, 4 * 2 + m_completedAchievements.size() * 4 * 2 + m_completedAchievements.size() * 7 * 4); ObjectGuid guid = m_player->GetObjectGuid(); data.WriteBits(m_criteriaProgress.size(), 21); for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter!=m_criteriaProgress.end(); ++iter) { ObjectGuid counter = ObjectGuid(uint64(iter->second.counter)); data.WriteGuidMask<4>(guid); data.WriteGuidMask<3>(counter); data.WriteGuidMask<5>(guid); data.WriteGuidMask<0, 6>(counter); data.WriteGuidMask<3, 0>(guid); data.WriteGuidMask<4>(counter); data.WriteGuidMask<2>(guid); data.WriteGuidMask<7>(counter); data.WriteGuidMask<7>(guid); uint8 flags = 0; // Seems always 0 data.WriteBits(flags, 2); data.WriteGuidMask<6>(guid); data.WriteGuidMask<2, 1, 5>(counter); data.WriteGuidMask<1>(guid); } data.WriteBits(m_completedAchievements.size(), 23); time_t now = time(NULL); for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter) { ObjectGuid counter = ObjectGuid(uint64(iter->second.counter)); data.WriteGuidBytes<3>(guid); data.WriteGuidBytes<5, 6>(counter); data.WriteGuidBytes<4, 6>(guid); data.WriteGuidBytes<2>(counter); data << uint32(now - iter->second.date); // Timer 2 data.WriteGuidBytes<2>(guid); data << uint32(iter->first); data.WriteGuidBytes<5>(guid); data.WriteGuidBytes<0, 3, 1, 4>(counter); data.WriteGuidBytes<0, 7>(guid); data.WriteGuidBytes<7>(counter); data << uint32(now - iter->second.date); // Timer 1 data << uint32(secsToTimeBitFields(now)); data.WriteGuidBytes<1>(guid); } for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter) { data << uint32(iter->first); data << uint32(secsToTimeBitFields(iter->second.date)); } GetPlayer()->GetSession()->SendPacket(&data); } void AchievementMgr::SendRespondInspectAchievements(Player* player) { // since we don't know the exact size of the packed GUIDs this is just an approximation WorldPacket data(SMSG_RESPOND_INSPECT_ACHIEVEMENTS, 4 + 4 * 2 + m_completedAchievements.size() * 4 * 2 + m_completedAchievements.size() * 7 * 4); ObjectGuid targetGuid = m_player->GetObjectGuid(); ObjectGuid guid = m_player->GetObjectGuid(); data.WriteGuidMask<7, 4, 1>(targetGuid); data.WriteBits(m_completedAchievements.size(), 23); data.WriteGuidMask<0, 3>(targetGuid); data.WriteBits(m_criteriaProgress.size(), 21); data.WriteGuidMask<2>(targetGuid); for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter) { ObjectGuid counter = ObjectGuid(uint64(iter->second.counter)); data.WriteGuidMask<5, 3>(guid); data.WriteGuidMask<1, 4, 2>(counter); data.WriteGuidMask<6>(guid); data.WriteGuidMask<0>(counter); data.WriteGuidMask<4, 1, 2>(guid); data.WriteGuidMask<3, 7>(counter); uint8 flags = 0; // Seems always 0 data.WriteBits(flags, 2); data.WriteGuidMask<0>(guid); data.WriteGuidMask<5, 6>(counter); data.WriteGuidMask<7>(guid); } data.WriteGuidMask<6, 5>(targetGuid); time_t now = time(NULL); for (CriteriaProgressMap::const_iterator iter = m_criteriaProgress.begin(); iter != m_criteriaProgress.end(); ++iter) { ObjectGuid counter = ObjectGuid(uint64(iter->second.counter)); data.WriteGuidBytes<3>(counter); data.WriteGuidBytes<4>(guid); data << uint32(now - iter->second.date); // Timer 1 data.WriteGuidBytes<1>(counter); data << uint32(secsToTimeBitFields(now)); data.WriteGuidBytes<3, 7>(guid); data.WriteGuidBytes<5>(counter); data.WriteGuidBytes<0>(guid); data.WriteGuidBytes<4, 2, 6, 7>(counter); data.WriteGuidBytes<6>(guid); data << uint32(iter->first); data << uint32(now - iter->second.date); // Timer 2 data.WriteGuidBytes<1, 5>(guid); data.WriteGuidBytes<0>(counter); data.WriteGuidBytes<2>(guid); } data.WriteGuidBytes<1, 6, 3, 0, 2>(targetGuid); for (CompletedAchievementMap::const_iterator iter = m_completedAchievements.begin(); iter != m_completedAchievements.end(); ++iter) { data << uint32(iter->first); data << uint32(secsToTimeBitFields(iter->second.date)); } data.WriteGuidBytes<7, 4, 5>(targetGuid); player->GetSession()->SendPacket(&data); } //========================================================== AchievementCriteriaEntryList const& AchievementGlobalMgr::GetAchievementCriteriaByType(AchievementCriteriaTypes type) { return m_AchievementCriteriasByType[type]; } AchievementCriteriaEntryList const* AchievementGlobalMgr::GetAchievementCriteriaByAchievement(uint32 id) { AchievementCriteriaListByAchievement::const_iterator itr = m_AchievementCriteriaListByAchievement.find(id); return itr != m_AchievementCriteriaListByAchievement.end() ? &itr->second : NULL; } AchievementEntryList const* AchievementGlobalMgr::GetAchievementByReferencedId(uint32 id) const { AchievementListByReferencedId::const_iterator itr = m_AchievementListByReferencedId.find(id); return itr != m_AchievementListByReferencedId.end() ? &itr->second : NULL; } AchievementReward const* AchievementGlobalMgr::GetAchievementReward(AchievementEntry const* achievement, uint8 gender) const { AchievementRewardsMapBounds bounds = m_achievementRewards.equal_range(achievement->ID); for (AchievementRewardsMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) if (iter->second.gender == GENDER_NONE || uint8(iter->second.gender) == gender) return &iter->second; return NULL; } AchievementRewardLocale const* AchievementGlobalMgr::GetAchievementRewardLocale(AchievementEntry const* achievement, uint8 gender) const { AchievementRewardLocalesMapBounds bounds = m_achievementRewardLocales.equal_range(achievement->ID); for (AchievementRewardLocalesMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) if (iter->second.gender == GENDER_NONE || uint8(iter->second.gender) == gender) return &iter->second; return NULL; } AchievementCriteriaRequirementSet const* AchievementGlobalMgr::GetCriteriaRequirementSet(AchievementCriteriaEntry const* achievementCriteria) { AchievementCriteriaRequirementMap::const_iterator iter = m_criteriaRequirementMap.find(achievementCriteria->ID); return iter != m_criteriaRequirementMap.end() ? &iter->second : NULL; } bool AchievementGlobalMgr::IsRealmCompleted(AchievementEntry const* achievement) const { return m_allCompletedAchievements.find(achievement->ID) != m_allCompletedAchievements.end(); } void AchievementGlobalMgr::SetRealmCompleted(AchievementEntry const* achievement) { m_allCompletedAchievements.insert(achievement->ID); } void AchievementGlobalMgr::LoadAchievementCriteriaList() { if (sAchievementCriteriaStore.GetNumRows() == 0) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outErrorDb(">> Loaded 0 achievement criteria."); return; } uint32 count = 0; BarGoLink bar(sAchievementCriteriaStore.GetNumRows()); for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId) { bar.step(); AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId); if (!criteria) continue; MANGOS_ASSERT(criteria->requiredType < ACHIEVEMENT_CRITERIA_TYPE_TOTAL && "Not updated ACHIEVEMENT_CRITERIA_TYPE_TOTAL?"); // check if referredAchievement exists! AchievementEntry const* achiev = sAchievementStore.LookupEntry(criteria->referredAchievement); if (!achiev) { sLog.outDetail("Removed achievement-criteria %u, because referred achievement does not exist", entryId); sAchievementCriteriaStore.EraseEntry(entryId); continue; } m_AchievementCriteriasByType[criteria->requiredType].push_back(criteria); m_AchievementCriteriaListByAchievement[criteria->referredAchievement].push_back(criteria); ++count; } sLog.outString(); sLog.outString(">> Loaded %u achievement criteria.", count); } void AchievementGlobalMgr::LoadAchievementReferenceList() { if (sAchievementStore.GetNumRows() == 0) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outErrorDb(">> Loaded 0 achievement references."); return; } uint32 count = 0; BarGoLink bar(sAchievementStore.GetNumRows()); for (uint32 entryId = 0; entryId < sAchievementStore.GetNumRows(); ++entryId) { bar.step(); AchievementEntry const* achievement = sAchievementStore.LookupEntry(entryId); if (!achievement || !achievement->refAchievement) continue; // Check refAchievement exists AchievementEntry const* refAchiev = sAchievementStore.LookupEntry(achievement->refAchievement); if (!refAchiev) { sLog.outDetail("Removed achieviement %u, because referred achievement does not exist", entryId); sAchievementStore.EraseEntry(entryId); continue; } m_AchievementListByReferencedId[achievement->refAchievement].push_back(achievement); ++count; } sLog.outString(); sLog.outString(">> Loaded %u achievement references.", count); } void AchievementGlobalMgr::LoadAchievementCriteriaRequirements() { m_criteriaRequirementMap.clear(); // need for reload case QueryResult* result = WorldDatabase.Query("SELECT criteria_id, type, value1, value2 FROM achievement_criteria_requirement"); if (!result) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 additional achievement criteria data. DB table `achievement_criteria_requirement` is empty."); return; } uint32 count = 0; uint32 disabled_count = 0; BarGoLink bar(result->GetRowCount()); do { bar.step(); Field* fields = result->Fetch(); uint32 criteria_id = fields[0].GetUInt32(); AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(criteria_id); if (!criteria) { sLog.outErrorDb("Table `achievement_criteria_requirement`.`criteria_id` %u does not exist, ignoring.", criteria_id); continue; } AchievementCriteriaRequirement data(fields[1].GetUInt32(), fields[2].GetUInt32(), fields[3].GetUInt32()); if (!data.IsValid(criteria)) { continue; } // this will allocate empty data set storage AchievementCriteriaRequirementSet& dataSet = m_criteriaRequirementMap[criteria_id]; dataSet.SetCriteriaId(criteria_id); // counting disable criteria requirements if (data.requirementType == ACHIEVEMENT_CRITERIA_REQUIRE_DISABLED) ++disabled_count; // add real data only for not NONE requirements if (data.requirementType != ACHIEVEMENT_CRITERIA_REQUIRE_NONE) dataSet.Add(data); // counting requirements ++count; } while (result->NextRow()); delete result; // post loading checks for (uint32 entryId = 0; entryId < sAchievementCriteriaStore.GetNumRows(); ++entryId) { AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(entryId); if (!criteria) continue; switch (criteria->requiredType) { case ACHIEVEMENT_CRITERIA_TYPE_WIN_BG: if (!criteria->win_bg.additionalRequirement1_type && !criteria->win_bg.additionalRequirement2_type) continue; break; case ACHIEVEMENT_CRITERIA_TYPE_KILL_CREATURE: break; // any cases case ACHIEVEMENT_CRITERIA_TYPE_COMPLETE_QUEST: { AchievementEntry const* achievement = sAchievementStore.LookupEntry(criteria->referredAchievement); // Checked in LoadAchievementCriteriaList // exist many achievements with this criteria, use at this moment hardcoded check to skil simple case switch (achievement->ID) { case 31: // case 1275: // these timed achievements are "started" on Quest Accept, and simple ended on quest-complete // case 1276: // case 1277: case 1282: case 1789: break; default: continue; } } case ACHIEVEMENT_CRITERIA_TYPE_FALL_WITHOUT_DYING: break; // any cases case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL: // any cases break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_RATED_ARENA: // need skip generic cases if (criteria->win_rated_arena.flag != ACHIEVEMENT_CRITERIA_CONDITION_NO_LOOSE) continue; break; case ACHIEVEMENT_CRITERIA_TYPE_EQUIP_EPIC_ITEM: // any cases break; case ACHIEVEMENT_CRITERIA_TYPE_DO_EMOTE: // need skip generic cases if (criteria->do_emote.count == 0) continue; break; case ACHIEVEMENT_CRITERIA_TYPE_SPECIAL_PVP_KILL:// any cases break; case ACHIEVEMENT_CRITERIA_TYPE_WIN_DUEL: // skip statistics if (criteria->win_duel.duelCount == 0) continue; break; case ACHIEVEMENT_CRITERIA_TYPE_CAST_SPELL2: // any cases break; case ACHIEVEMENT_CRITERIA_TYPE_LOOT_TYPE: // need skip generic cases if (criteria->loot_type.lootTypeCount != 1) continue; break; default: // type not use DB data, ignore continue; } if (!GetCriteriaRequirementSet(criteria)) sLog.outErrorDb("Table `achievement_criteria_requirement` is missing expected data for `criteria_id` %u (type: %u) for achievement %u.", criteria->ID, criteria->requiredType, criteria->referredAchievement); } sLog.outString(); sLog.outString(">> Loaded %u additional achievement criteria data (%u disabled).", count, disabled_count); } void AchievementGlobalMgr::LoadCompletedAchievements() { QueryResult* result = CharacterDatabase.Query("SELECT achievement FROM character_achievement GROUP BY achievement"); if (!result) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 realm completed achievements . DB table `character_achievement` is empty."); return; } BarGoLink bar(result->GetRowCount()); do { bar.step(); Field* fields = result->Fetch(); uint32 achievement_id = fields[0].GetUInt32(); if (!sAchievementStore.LookupEntry(achievement_id)) { // we will remove nonexistent achievement for all characters sLog.outError("Nonexistent achievement %u data removed from table `character_achievement`.", achievement_id); CharacterDatabase.PExecute("DELETE FROM character_achievement WHERE achievement = %u", achievement_id); continue; } m_allCompletedAchievements.insert(achievement_id); } while (result->NextRow()); delete result; sLog.outString(); sLog.outString(">> Loaded " SIZEFMTD " realm completed achievements.", m_allCompletedAchievements.size()); } void AchievementGlobalMgr::LoadRewards() { m_achievementRewards.clear(); // need for reload case // 0 1 2 3 4 5 6 7 QueryResult* result = WorldDatabase.Query("SELECT entry, gender, title_A, title_H, item, sender, subject, text FROM achievement_reward"); if (!result) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outErrorDb(">> Loaded 0 achievement rewards. DB table `achievement_reward` is empty."); return; } uint32 count = 0; BarGoLink bar(result->GetRowCount()); do { bar.step(); Field* fields = result->Fetch(); uint32 entry = fields[0].GetUInt32(); if (!sAchievementStore.LookupEntry(entry)) { sLog.outErrorDb("Table `achievement_reward` has wrong achievement (Entry: %u), ignore", entry); continue; } AchievementReward reward; reward.gender = Gender(fields[1].GetUInt8()); reward.titleId[0] = fields[2].GetUInt32(); reward.titleId[1] = fields[3].GetUInt32(); reward.itemId = fields[4].GetUInt32(); reward.sender = fields[5].GetUInt32(); reward.subject = fields[6].GetCppString(); reward.text = fields[7].GetCppString(); if (reward.gender >= MAX_GENDER) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has wrong gender %u.", entry, reward.gender); // GENDER_NONE must be single (so or already in and none must be attempt added new data or just adding and none in) // other duplicate cases prevented by DB primary key bool dup = false; AchievementRewardsMapBounds bounds = m_achievementRewards.equal_range(entry); for (AchievementRewardsMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) { if (iter->second.gender == GENDER_NONE || reward.gender == GENDER_NONE) { dup = true; sLog.outErrorDb("Table `achievement_reward` must have single GENDER_NONE (%u) case (Entry: %u), ignore duplicate case", GENDER_NONE, entry); break; } } if (dup) continue; if ((reward.titleId[0] == 0) != (reward.titleId[1] == 0)) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has title (A: %u H: %u) only for one from teams.", entry, reward.titleId[0], reward.titleId[1]); // must be title or mail at least if (!reward.titleId[0] && !reward.titleId[1] && !reward.sender) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have title or item reward data, ignore.", entry); continue; } if (reward.titleId[0]) { CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[0]); if (!titleEntry) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_A`, set to 0", entry, reward.titleId[0]); reward.titleId[0] = 0; } } if (reward.titleId[1]) { CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(reward.titleId[1]); if (!titleEntry) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid title id (%u) in `title_A`, set to 0", entry, reward.titleId[1]); reward.titleId[1] = 0; } } // check mail data before item for report including wrong item case if (reward.sender) { if (!ObjectMgr::GetCreatureTemplate(reward.sender)) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid creature entry %u as sender, mail reward skipped.", entry, reward.sender); reward.sender = 0; } } else { if (reward.itemId) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have item reward, item will not rewarded", entry); if (!reward.subject.empty()) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have mail subject.", entry); if (!reward.text.empty()) sLog.outErrorDb("Table `achievement_reward` (Entry: %u) not have sender data but have mail text.", entry); } if (reward.itemId) { if (!ObjectMgr::GetItemPrototype(reward.itemId)) { sLog.outErrorDb("Table `achievement_reward` (Entry: %u) has invalid item id %u, reward mail will be without item.", entry, reward.itemId); reward.itemId = 0; } } m_achievementRewards.insert(AchievementRewardsMap::value_type(entry, reward)); ++count; } while (result->NextRow()); delete result; sLog.outString(); sLog.outString(">> Loaded %u achievement rewards", count); } void AchievementGlobalMgr::LoadRewardLocales() { m_achievementRewardLocales.clear(); // need for reload case QueryResult* result = WorldDatabase.Query("SELECT entry,gender,subject_loc1,text_loc1,subject_loc2,text_loc2,subject_loc3,text_loc3,subject_loc4,text_loc4,subject_loc5,text_loc5,subject_loc6,text_loc6,subject_loc7,text_loc7,subject_loc8,text_loc8 FROM locales_achievement_reward"); if (!result) { BarGoLink bar(1); bar.step(); sLog.outString(); sLog.outString(">> Loaded 0 achievement reward locale strings. DB table `locales_achievement_reward` is empty."); return; } BarGoLink bar(result->GetRowCount()); do { Field* fields = result->Fetch(); bar.step(); uint32 entry = fields[0].GetUInt32(); if (m_achievementRewards.find(entry) == m_achievementRewards.end()) { sLog.outErrorDb("Table `locales_achievement_reward` (Entry: %u) has locale strings for nonexistent achievement reward .", entry); continue; } AchievementRewardLocale data; data.gender = Gender(fields[1].GetUInt8()); if (data.gender >= MAX_GENDER) sLog.outErrorDb("Table `locales_achievement_reward` (Entry: %u) has wrong gender %u.", entry, data.gender); // GENDER_NONE must be single (so or already in and none must be attempt added new data or just adding and none in) // other duplicate cases prevented by DB primary key bool dup = false; AchievementRewardLocalesMapBounds bounds = m_achievementRewardLocales.equal_range(entry); for (AchievementRewardLocalesMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter) { if (iter->second.gender == GENDER_NONE || data.gender == GENDER_NONE) { dup = true; sLog.outErrorDb("Table `locales_achievement_reward` must have single GENDER_NONE (%u) case (Entry: %u), ignore duplicate case", GENDER_NONE, entry); break; } } if (dup) continue; for (int i = 1; i < MAX_LOCALE; ++i) { std::string str = fields[2 + 2 * (i - 1)].GetCppString(); if (!str.empty()) { int idx = sObjectMgr.GetOrNewIndexForLocale(LocaleConstant(i)); if (idx >= 0) { if (data.subject.size() <= size_t(idx)) data.subject.resize(idx + 1); data.subject[idx] = str; } } str = fields[2 + 2 * (i - 1) + 1].GetCppString(); if (!str.empty()) { int idx = sObjectMgr.GetOrNewIndexForLocale(LocaleConstant(i)); if (idx >= 0) { if (data.text.size() <= size_t(idx)) data.text.resize(idx + 1); data.text[idx] = str; } } } m_achievementRewardLocales.insert(AchievementRewardLocalesMap::value_type(entry, data)); } while (result->NextRow()); delete result; sLog.outString(); sLog.outString(">> Loaded " SIZEFMTD " achievement reward locale strings", m_achievementRewardLocales.size()); }